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Mercenaries 2 is Pandemic Studios' first
next generation project - and also the company's first game to ship since the Destroy All Humans! and Star Wars: Battlefront creator was
acquired by Electronic Arts as part of the BioWare/Pandemic acquisition.
In this in-depth Gamasutra interview, Creative Director Cameron Brown lays out a roadmap for the
game's development, speaking of how the studio's relationships with EA, its
previous owner Elevation Partners, and sister studio BioWare affected
development.
He also discusses the travails of developing a next-generation
open-world game, and the original inspirations for the series, which was initially published by LucasArts, but for which Pandemic retained the IP - and has now brought to EA.
The
game has been in development for, I would say, an extremely long time. Could you
first talk about when you initially had planned to ship the game, and...
CB: Yeah, I guess a little bit -- I mean
you're kind of talking to the wrong guy. I'm the creative director on the
project... so frankly, it's probably my fault if we have been in development
for a long time; it's probably because of all the crazy stuff I want to do.
But yeah, I honestly don't remember what
the original date we released for the game was. But yeah, we didn't get it
finished in time; we wanted to just make sure that the thing was a polished and
as cool as we could make it. We felt that, you know, adding in the co-op stuff
that we're doing -- obviously, this is Pandemic's first next-gen game, and
there was a lot of work... not a lot which we anticipated.
It's just that these are huge games, open
world games, and I think if you look at some of the comparable games -- like
you're going to see GTA IV come out
soon. The number of people, and the amount of time taken to develop these games
is just -- it's not literally an order of magnitude beyond last-gen, but it's a
significantly more complicated endeavor.
And again, it just takes a lot of time. I
can't point to any one thing, you know. I can't point to co-op or to any
specific feature in the game that really pushed us out. It's just that we got
to where we could move into bug testing, we could get through submission, we
could ship this thing... But it's not going to be what we originally envisaged,
so we elected to take more time.
You know, it's been an interesting time for
Pandemic. As I'm sure you know, during the development of the project, we went
through two phases of the company. First of all, working with Elevation
Partners and John Riccitiello, as an Elevation studio, which gave us a lot of
financial freedom to make those kinds of decisions.
If we were under a more
traditional game deal we may have no option but to ship at this point, but
under Elevation we were able to go, "Oh, well, we are independently
funded, we're able to hold up and keep developing." And I remember this
whole big discussion between us and the
Mass Effect guys, about who was going to make it first. Obviously they did.
And then once Pandemic was acquired by EA,
that was another change, but it also brings a lot of economic backing, and a
lot of resource backing to us. That means we really can develop a game of this
magnitude. This is not a -- like I said -- this is not an endeavor to be
undertaken lightly. It's been a huge and fascinating ride for all of us... the
sheer complexity of these games, and particularly a game like Mercs, where you've got -- where we
allow the player so much freedom.
You know, we've got all the destructible
stuff, we've got just hundreds of vehicles, we've got weapons, we let players
approach objectives from literally any angle -- and they could be coming in on
foot with a shotgun, or they could be coming in with a tank or a helicopter.
There are 18 different kinds of air strikes.
You know, this adds a huge burden to the engineering
effort, to the design effort. And then you add in co-op as well, so you're
adding another variable to that mix. It's just a huge game! It takes a long
time! (laughs)
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